Parian Armory

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Anoron
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Parian Armory

Post by Anoron »

ARMOR

Parian armor is meant to be tough, durable, but easy to discard if it is no longer needed. Their armor is made to fit anyone, no matter the size or shape. From a pilot of a cruise ship, to the common grunt, and every parian wears one form of armor or another. The method of combat that the parian race uses most is a steady and purposeful move forward, many time this means that their soldiers are standing on open ground and rely on their mental communal with others of their race to allow heavy weapons and armored vehicles to support them.

They may not boast many types of armor like other races, but should battle ensue the Pariah are ready to do battle; a soldier rarely removes their armor, save to wash. Armor serves two purposes for a Parian, the first being to protect the wearer from an otherwise lethal injury, and secondly to keep the wearer warm in less than ideal weather as the parian race is cold blooded. Listed below are examples of the most commonly used armors and there key components.

A key feature of Pariah armor is the materiel known as phalerae. Made from a bioengineered metal hybrid the armor itself is stiff, and unmoving like a statue. However, when donned by anyone with a small degree of psionic talent the unmoving armor becomes as easy to move as common clothing, shaping and reshaping itself to fit the wearer, reacting to the wearers thought patterns. The metal is actually a living creature, except that it doesn?t need to breath or eat, nor does it think on its own. However, over time objects made of phalerae can regenerate missing parts, and it has a memory of what shape it used to have before taking damage. Another ability of the phalerae metal is that a highly adept in the psionic art can cause the armor to move without being in it. Armors made from phalerae are the enforcer and the aegis.

Gel suit: This suit is the basis of all armor; it is worn under everything, even casual clothes (if they?re able to have a casual life). The gel suit is as the name implies and is made of a malleable and thin membrane of gel that is meant to keep the wearer at a constant temperature never changing above or below a set temperature. The gel suit is not armor, and is no thinker than a layer of skin as well as being skin tight, but is essential to attach all other forms of armor, as well as the noted body temperature regulator.

Pathfinder: The parian form of light armor, it is used by pilots, and scouts. Small plates cover the chest, and shoulders, with pieces covering the legs and a full helmet; all of which attach to the gel suit. The helmet has a variety of sensors and communication devices should the wearer work outside communal distance. The visor of the helmet is black on the outside but transparent from the interior. Inside the helmet is an array of information gathering equipment, target priority trackers, environmental scanners, day and night filters and a built in com. An air filtration system is built into the helmet as well, allowing breathable oxygen in most situations, and can maintain oxygen levels for up to five hours in vacuum. Pathfinder armor becomes the mounting for all other armors.

Enforcer: This medium armor type is made to take a solid hit from light arms fire, and fits over the gel suit like a glove and attaches itself to the pathfinder armor. The enforcer armor is by no means light, but it isn?t heavy enough to cause someone to slow down, and allows full mobility of limbs. Much like a snakes skin, the enforcer is segmented into scales, which if needed can be entirely discarded and removed like a snake?s skin, which the armor can regenerate if the damage isn?t too extensive. Incorporated into the armor is a full life support system capable of allowing the wearer to survive in vacuum or hazardous environments for up to a full 48 hours.

Aegis: The heaviest and most durable of the parian armors, fitting over the gel suit and pathfinder armor all the same. This armor is bulky with reinforced shoulder guards and helmet plates in the shape of open mouthed snake heads. Impacts from arms fire, explosions or anything that sends kinetic force against the armor causes the impacted area to stiffen and roll with the impact. This makes the armor extremely durable, but also increases the strength of the wearer moderately, negating some the considerable weight or the armor. None the less, the armor is still heavy, and slows the wearer down enough that he can only walk, the suit allowing him to keep his steps even and keep balance. Much like the enforcer the armor is segmented into scales that can be discarded, but regeneration takes much longer for the aegis. Still unlike the enforcer it can regenerate any damage done to it over time, normally taking a full week to regrow an arm or a leg. Incorporated into the armor is a full life support system capable of allowing the wearer to survive in vacuum or hazardous environments for up to a full 48 hours.

Archon: At first glance this thin suit of armor looks as though it can?t take much of a hit. It appears to be just as thin as the gel suit, but worn by a wearer with great psionic powers it is more durable than the Aegis. Made from a hybridization of phalerae and a crystalline organism this psycho reactive armor provides the same mobility as the gel suit, which it fits over, acting like a third skin for the wearer. There is no helmet on his armor, but it transmits the same data neuraly to the wearer in all the same ways that the pathfinder could, bringing up targeters, scans, and data right into the eyes of the wearer. The armor increases the mental strength of the wearer, allowing flight, and even an ability to slip though the dimensions momentarily appearing elsewhere within 30ft. The latter ability is a side effect left over from the crystalline life form that is merged into the phalerae metal. Fields of energy surround the wearer, moving and shaping to intercept incoming fire, or to shield against a blast. Though all of these abilities are a huge strain on the wearer, and can lead to brain hemorrhage if the wearer isn?t careful. The Archon suit only provides basic environmental protection, and the wearer cannot use it in vacuum for longer than 10 minutes.

FIREARMS

The Pariah?s fire arms are elegant in shape and form. All their weapons are made to be brutally effective against their intended target. An uncommon feature of parian ranged weaponry, compared to all other forms of firearms of other races, is the obvious lack of a visible trigger. Instead of a physical trigger to pull on with a finger, all parian guns require at least a small amount of psionic talent to pull the mental trigger found in the semi-intelligent weapon. Any gun that comes with a targeting lens is capable of seeing at night, but cannot see color only shades of grey.

All parain weapons fire a form of energy that ranges from a wide variety of elements depending on the type of ammunition rod being used at the time. Ammunition rods are empty cartridges of crystal that are empowered by a various forms of energy. These energy forms include telekinetic force, heat, cold, stunning electric jolt and a very rare energy, that bypasses physical armor altogether, called Ra?illithan. Ra?illithan is extraordinarily hard to produce and refine, and attacks the target?s mind directly. In normal circumstances the target?s mind is reduced to pulp, unless they have a strong mental defense, or a powerful psionic mind. Unless noted, a firearm cannot make use of the ra?illithan ammo rod unless specifically modified to do so. See weapon description to see if such a weapon is capable of using it.

Loading a ammo rod is simple as sending the gun the mental signal to eject the old rod, normally out the top of the gun, and then pushing the new on into the opened slot. The gun closes itself and the ammo automatically is ready to be fired again.


Handguns:

Fang: The fang is a small fist sized weapon that appears more like brass knuckles more than a gun all in the shape of a cobra with its hood opened wide. The range on this gun is questionable, but in tight fighting spaces like in ships it is ideal. The rate of fire is slow, but has the same effect of a sawed of shotgun at five meters all without making a sound, unless you count the target?s death cry.

Stormer Mk2: This firearm is akin to an uzi, and is capable of a high rate of automatic fire. It appears as two snakes wrapped around each other with their mouths merged into one gaping maw. It is effective at short range, but doesn?t have any kick back compared to other automatic weapons making it a popular weapon for suppression fire for boarding actions. Sadly along with the high rate of fire, which already drains ammo quickly, the ability to fire at such a pace drains more energy out of the rod than normal.

Blood Viper: The shape of this handgun is akin to a viper, the barrel a little longer than a standard hand gun. It is effective at medium range and supports a semiautomatic rate of fire. The main feature of the blood viper however is that any heat based ammo clips last longer. However, all other clips have their capacities reduced by half.

Viper SX7: The viper series handguns date back almost a few thousand years now, but their design and purpose has undergone several reengineering stages. The SX7 is the latest and most efficient model to date, with a simple purpose of either being an officer?s handgun, or a stun gun. The SX7 is semiautomatic and is more energy efficient with all ammo rods. A standard ammo rod allows this hand gun to fire a total of 36 times before needing to be reloaded, and is accurate up to medium range. As an added feature to the SX7 series is an inbuilt targeting lens that shows a mental image in the wielder?s mind exactly what it is pointing at. The upgrade from SX6 to SX7 enables this series of weapon to use the ra?illithan rods, being able to fire a full 6 max.

Assault Weapons:

Cobra Carbine: Named after a spitting cobra the carbine is ideal for troops on the move. Capable of two modes, semiautomatic and full auto the carbine can fire up to little less than medium range, but it is sturdy and without recoil. A grenade launcher under the barrel can be fired with a simple mental command as an added bonus.

Stauncher: A double barreled rifle, lacking any automatic fire, the stauncher has a strong recoil and depletes ammo rods rapidly, a full four shots at max. However, the expelled shot comes out in a large ball of energy that expands and scatters like a shotgun easily filling a ten foot wide area with lethal (or nonlethal) energy. The range on this firearm is only short range, at which time the energy dissipates and turns into harmless motes of light.

Rifles:

Venomcaster: The backbone of the parian army this simple, light weight, assault rifle has semiautomatic and automatic fire and an advanced laser guide as well as an inbuilt targeting lens that that shows a mental image in the wielder?s mind exactly what it is pointing at. The venomcaster holds two ammo rods, which can be of any variety and combination, except for ra?illithan, and allows the user to switch between the two clips. The venomcaster is made to kill infantry, making a mockery of light armor and does brutal amounts of damage to medium armor, heavy armor takes more time, and against heavily armored vehicles it is useless.

HS Poison: The HS is a heavy rifle, but still portable enough that a single soldier can wield it. It is not capable of semiautomatic fire or automatic fire, but the rate of fire is close to the former. It features an advanced laser guide and able to load up to four ammo rods which the wielder can cycle through. When fired there is a good amount of recoil, so it must be braced against the shoulder before firing it, and it becomes inaccurate while on the move. However, the HS is a very capable weapon and inflicts large amounts of damage, making light and medium armors useless against it, and inflicts a lot of damage to heavy armor. Medium armored vehicles can also feel the impact of this weapon. The range on this weapon is accurate up to medium range. The HS is capable of using ra?illithan ammo rods.

Sniper Rifles:

Adder KN3: Long barreled, but light weight this rifle comes with an advanced laser guide, an inbuilt targeting lens that that shows a mental image in the wielder?s mind exactly what it is pointing at, and an auto tracker to calibrate the shot automatically calculating wind speed and gravity and other such invisible variants that could cause the shot to go astray. The range on this rifle is almost up to a full mile, and accurate up to one centimeter. The downside to its range is that it takes 10 seconds to reload and prepare another shot, and is only effective against soft targets. Light armor provides some resistance against this weapon; all other armors won?t feel a thing. This firearm is able to use ra?illithan ammo rods, however using one has a good chance of damaging the guns internal systems or causing the gun to turn into burning hot slag.

Heavy Weapons:

Concussive Blast Cannon (CBC): A CBC is a powerful heavy weapon, typically mounted on a tripod or another such stable surface. It takes four men to lift and transport it. Slow to fire it affects a full 10-foot radius, and its ammo is invisible to the naked eye and to most scanners. Having no sound or visual effects (until it hits) leaves many closely packed soldiers ground into meat. The only type of ammo that the CBC uses is telekinetic force that contracts and expands when it hits, making a tearing effect against anything that it hits. It can fire up to long range, and makes a mockery of even heavy armored troops and up to medium armored vehicles, and heavily armored vehicles become warped almost to a breaking point after several impacts from this weapon.

Pinpoint Cannon: This cannon bears a shape of a hooded snake with a narrow mount, about 10 centimeters in diameter all mounted on a pivoting base. It can only be moved by vehicle due to its large size. From the mouth comes a bright, crimson, azure, or pale white ray that keeps up a constant unending stream of telekinetic force, heat or cold energy aimed at its target. It can maintain this stream to up to 20 full seconds. It is effective up to medium range. Heat energy is meant to deal severe damage to heavily armored targets, telekinetic force is meant to penetrate heavy armored targets, and cold is typically used to cause a heated object to explode or clog mechanical parts with ice.

Ra Cannon: This massive cannon can only be moved on the back of a vehicle due to its size. The barrel is 20 centimeters in diameter and six feet long with the rest of the cannon taking up a five foot block that comprises of a coolant system and targeting array lenses. It is capable of firing at long ranges, and fires a blinding ray of golden light, much like light from a sun, and maintains a stream of energy up to a full three seconds. The effect on a target is apparent immediately as the ray hits with telekinetic force first, and if the impact doesn?t make a hole on its own the atomic heat will and will continue to burn outwards from the initial impact point for several minutes. Heavy armor of any kind is typically incinerated by this weapon leaving molten slag. It takes 10 minutes to recharge before it can be fired again. Ships often mount giant forms of this cannon as a main weapon, with a 5 minute recharge time.

Grenades:

Razor: A small sphere, about 3 inches in diameter. It is activated through a psionic signal, normally fired from a cobra carbine. After 5 seconds the tiny sphere lets out an explosion of force that ripples off of the sphere for 2 seconds in waves like blades. Objects and people inside the blast are normally cut to ribbons.

Ra?illithan: A fist sized weapon, this sphere is given an order to activate through a mental command. After 5 seconds it explodes in a 10ft. burst assailing anyone with a mind and tending to turn brains into pulp.

Marital Weapons:

Force Hammer: This large, two-handed hammer is made to open the toughest metal shells. When it strikes an object it sends out an explosion of kinetic force at the point of impact, while at the opposite end a burst of kinetic force pushes the hammer down to keep it from spinning back.

Phalerae Axe: This one handed axe is shaped like a striking snake viewed from the side, with its mouth held open. The fangs of the snake are exaggerated, elongated almost back to the hand grip forming the blade edge. Though thin the blade is enforced with psychokinetic energy, but the key feature of the axe is that it is laced with a lethal neural toxin. Should the blade not kill, the victim may die from the poison as their heart and lungs slowly succumb to paralysis.

Symbiot: This weapon comes in a variety of forms, implanted in many ways, but the overall form of this living creature is that of a simple, pale, snake with twin stripes of blue bioluminescence running down it?s sides. Typically, it is implanted into arm and reaches down into the fist where the mouth replaces one of the hosts? knuckles. From the point of implantation the symbiot is forever a part of the host, the death of the host will lead to the death of the symbiot, but the loss of the symbiot due to loss of limb will not result in the death of the host, though the injury might. At any point the host can use the symbiot to form a long blade of disrupted, psionic energy. The arm that holds the symbiot also forms a small psionic field that can block an incoming attack. The symbiot is also capable of firing off needle like pulses of energy at short range at a semiautomatic rate.

Spear of Light: The end of this long staff is a forked blade coming out of a snake?s mouth. Though a spear this weapon is capable of slashing strokes as well as piercing. It is not uncommon to find double headed versions of this weapon. Upon striking a target the blade sends out a burst of electrical energy.

Serpent?s Fang: This small, curved dagger is worn by almost every member of the military. It is a simple knife, used for close quarter combat, as well as a survival knife. The more ornate the blade, the higher the wearers social standing.
Leila Dark Jurai
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Post by Leila Dark Jurai »

A fine addition, but still nothin that would get Halya off of Techoren equipment, or Leila off of Dark Juraian.
Mystic
Posts: 105
Joined: Thu Nov 25, 2004 3:16 am
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Re: Parian Armory

Post by Mystic »

Almost two years since this armory update was posted, and with so many things that still need information i dont often go back and revise. However I think in this case I'm going to. Don did a fine job, but i think some how core concepts of the Pariah got lost in translation, so I intend to eventually do a full overhual. The multi elemental nature of Pariah weapons will sadly be a thing of the past.

In its place your going to so more shorter range weapons, many of them concussion (still) or psionic based. Psionic based weapons will be something new to the RP. They'll completly skip standard armor, suffer from limited range, and generally fry brains.

The Pariah will be less in your face and more assassin based. Using their psionics to create false battlefields, lure opponents off side, and then struck with devastating weapons at close range.

They shell also gain shapechanging as a power. The exact details are still in the works and unconfirmed. It will likly invovle the ability to shift from a human like form to a weresnake type form. (giant snake with clawed hands). I believe these changes suit the Pariah nature better, a half snake race of psionists, cunning, sneaky and striking with sueprnatural efficency.

As always nothing here is as yet offical.
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